Talks and Poster Presentations (with Proceedings-Entry):
K. Spiel, S. Bertel, F. Kayali:
"Not another Z piece!" - Adaptive Difficulty inTETRIS";
Talk: ACM CHI Conference on Human Factors in Computing Systems (CHI 2017),
Denver, Colorado, U.S.;
- 2017-05-11; in: "Proceedings of the ACM CHI Conference on Human Factors in Computing Systems CHI 2017",
Difficulty in TETRIS is adjusted by adapting the speed with which blocks fall. In this contribution, we describe results of an exploratory study in which we investigated relationships between players' performance and their subjective assessment of difficulty and fun. We tested five different algorithms that, instead of adjusting game speed, adjust difficulty by choosing blocks based on the current game state. With our results, we establish pile height and bumpiness as parameters that indicate the performance of a player during a live game, discuss the inherent difficulty of different block choosing algorithms and show how the relationship between fun and perceived difficulty varies for distinct player groups. With regard to adapting difficulty, we argue that one can still teach an old dog such a TETRIS a lot of new tricks.
Tetris; Perceived Difficulty; Fun; User Study
Created from the Publication Database of the Vienna University of Technology.